Hi CybrosX, there are some legal Issues here, this solution can make some guys steal Blizzard animation resources easily, which may cause their games vulnerable. So I won't release it.
Besides, transplantation is the last solution in mod works, only should be used when your team couldn't deal with the motions in all other ways. It's not so important as it looks like.
If you do like the "moving background" animations I can send you the m3a files based on Nova skeleton and Raynor animations.
Today I just finished another FX model for the second weapon of the Firebat (I don't know why Blizzard named it "firebat", for it looks nothing like a bat?)
The grenade will generate an area with fuel-air mixture, and can be ignited by flame.
Team? I'm working alone ...... I need to know how to make moving space by camera like void thrasher's void hole + make it visible on the ground....Its important to me...
That sounds really great! This is my first time tinkering with the Starcraft Art Tools, and there are mysteries in there that's beyond my mortal comprehension. XD
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Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
Just ask. Delphinium and I know alot and ready to help. All Art Tools objects are trivial for practical use. I'm sure you've already understood how to use those ribbons. Have you?
I'm trying to recreate the zealot's charge particle/ribbon. I can't tell if there's a ribbon that emits only when a unit moves at a certain speed. Is there? Does mass and/or drag have to do with it?
Anyway, I'll make sure to create a list one of these days as the need arises. I think I'm gonna need something like the charge ribbon for trails coming from ships.
I'm looking to complete the shuttle there shown as my profile picture.
What I will certainly bump into will be the new way of creating textures: Diffuse, Normals, Specular, emissive maps, etc. I use to do all of those in PS using Nvidia's tools. But there were problems like normal maps getting flipped on the other side of the model, compression issues, color.
I don't know if there are necessary steps to follow when texture mapping for example so as to avoid the normal flipping. What I remember is having to split the model in half without connecting the vertices so that the normal map won't flip on the other side, for example.
When you are using normal maps, DO NOT export dds files from Photoshop, SC2 art tool can export textures as dds format.
In this progress, art tool reassembles the channel of normal map and change it from blue-green version to red-orange version, you can do it yourself but art tools export is much more convenience.
Blizzard forgot to tell users that when you are using tga format normal map, the system in fact is using blue-green version, but when you are using dds format, the system will using red-orange version. This weird set will cause that if you export blue-green version dds map from Photoshop and use it in SC2, it won't work right on your model in cutscene preview.
Yes, that inversion was a nightmare indeed, but it doesn't seem to happen in the models I created in Art Tools, somehow it managed to handle mirroring right. But it was still an issue for the models that have been created in m3 exporter, turned to m3, and then reimported back to Art Tools. It also happened for the models that has been created in blender. So, there's definitely something in the model that has to be cleaned. It is not purely Art Tools problem, I struggled with it when tried to import some models to unity, so maybe try to google it.
Well, art tools do show very cool tga2dds transform. But bug comes with functions, if you used a bitmap in emissive channel, the result dds map will have edge problems in RGB channels only alpha channel remain right. It looks like Blizzard was trying to reduce the file size of emissive map, but it doesn't work well.
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@GnaReffotsirk: Go
Sure, I can upload the tutorial today later~
Thank you so much! I'll be watching out for it!!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
I am still at work in Netease, so I can't record the commentary right now.
If you need that I can add some when I am back home.
youtube.com link will be added as soon as the upload finished.
Best wishes.
Hey, delp. Please, can you teach me how to make void trasher rift? that thing under him with moving background (space) please :c
@CybrosX: Go
Hi CybrosX, there are some legal Issues here, this solution can make some guys steal Blizzard animation resources easily, which may cause their games vulnerable. So I won't release it. Besides, transplantation is the last solution in mod works, only should be used when your team couldn't deal with the motions in all other ways. It's not so important as it looks like.
If you do like the "moving background" animations I can send you the m3a files based on Nova skeleton and Raynor animations.
Best wishes.
Today I just finished another FX model for the second weapon of the Firebat (I don't know why Blizzard named it "firebat", for it looks nothing like a bat?)
The grenade will generate an area with fuel-air mixture, and can be ignited by flame.
Team? I'm working alone ...... I need to know how to make moving space by camera like void thrasher's void hole + make it visible on the ground....Its important to me...
I'd like to express admiration, this is a high quality work.
I can work with this. This is wonderful, and I can't thank you enough!
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
You are welcome, I am thinking maybe we can keep making more tutorials and help more modders.
@Zolden: Go
Hi Zolden I just made a guide about how Chinese chat online.
That sounds really great! This is my first time tinkering with the Starcraft Art Tools, and there are mysteries in there that's beyond my mortal comprehension. XD
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Just ask. Delphinium and I know alot and ready to help. All Art Tools objects are trivial for practical use. I'm sure you've already understood how to use those ribbons. Have you?
@Zolden: Go
I'm trying to recreate the zealot's charge particle/ribbon. I can't tell if there's a ribbon that emits only when a unit moves at a certain speed. Is there? Does mass and/or drag have to do with it?
Anyway, I'll make sure to create a list one of these days as the need arises. I think I'm gonna need something like the charge ribbon for trails coming from ships.
I'm looking to complete the shuttle there shown as my profile picture.
What I will certainly bump into will be the new way of creating textures: Diffuse, Normals, Specular, emissive maps, etc. I use to do all of those in PS using Nvidia's tools. But there were problems like normal maps getting flipped on the other side of the model, compression issues, color.
I don't know if there are necessary steps to follow when texture mapping for example so as to avoid the normal flipping. What I remember is having to split the model in half without connecting the vertices so that the normal map won't flip on the other side, for example.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
When you are using normal maps, DO NOT export dds files from Photoshop, SC2 art tool can export textures as dds format. In this progress, art tool reassembles the channel of normal map and change it from blue-green version to red-orange version, you can do it yourself but art tools export is much more convenience. Blizzard forgot to tell users that when you are using tga format normal map, the system in fact is using blue-green version, but when you are using dds format, the system will using red-orange version. This weird set will cause that if you export blue-green version dds map from Photoshop and use it in SC2, it won't work right on your model in cutscene preview.
@GnaReffotsirk: Go
Yes, there's a problem with normal map being applied inverted on the mirrored half of the model. There was a cure for this, but I forgot what is it.
Maybe try to remove the mirrored part and perform the mirror again. Or maybe there's modifier that fixes it.
And for the ribbon, I'd recommend to play with each parameter of the object, but read the descriptions first in the Art Tools documentation.
One possible solution for the ribbon being shown only on charge is to animate it. It could disappear on the animations you don't need it to be.
For example, you can set alpha multiplier to zero to hide the ribbon.
@Delphinium1987: Go I will look into this. It's good that the exporter already has this functionality built in.
@Zolden: Go
Oh, man. That's what I was afraid of. That inversion thing back with the M3 plugin was a nightmare.
Whatever you do, wholeheartedly, moment by heartfelt moment, becomes a tool for the expression of your very soul.
@GnaReffotsirk: Go
Yes, that inversion was a nightmare indeed, but it doesn't seem to happen in the models I created in Art Tools, somehow it managed to handle mirroring right. But it was still an issue for the models that have been created in m3 exporter, turned to m3, and then reimported back to Art Tools. It also happened for the models that has been created in blender. So, there's definitely something in the model that has to be cleaned. It is not purely Art Tools problem, I struggled with it when tried to import some models to unity, so maybe try to google it.
I wonder if you ever tried making a Frostbat that sprayed ice or launched ice at enemies.
So a little like Gray Fullbuster's Creation Magic, but sci-fi.
KSNumedia's Assets: Custom Models for campaigns and mods!
@Zolden: Go
It's a bug, in this case, don't use mirror tool, you can use "symmetry" modifier instead.
@GnaReffotsirk: Go
Well, art tools do show very cool tga2dds transform. But bug comes with functions, if you used a bitmap in emissive channel, the result dds map will have edge problems in RGB channels only alpha channel remain right. It looks like Blizzard was trying to reduce the file size of emissive map, but it doesn't work well.